extends CharacterBody3D # Maximum airspeed var max_flight_speed = 30 # Turn rate @export var turn_speed = 5.0 @export var level_speed = 12.0 @export var turn_acc = 4.0 # Climb/dive rate var pitch_speed = 2.0 # Wings "autolevel" speed # Throttle change speed var throttle_delta = 30 # Acceleration/deceleration var acceleration = 6.0 # Current speed var forward_speed = 0 # Throttle input speed var target_speed = 0 #var velocity = Vector3.ZERO var found_goal = false var exited_arena = false var cur_goal = null @onready var environment = get_parent() # ------- # var turn_input = 0 var pitch_input = 0 var done = false var _heuristic = "human" var best_goal_distance := 10000.0 var transform_backup = null var n_steps = 0 const MAX_STEPS = 200000 var needs_reset = false var reward = 0.0 func _ready(): transform_backup = transform pass func reset(): needs_reset = false cur_goal = environment.get_next_goal(null) transform_backup = transform_backup position.x = 0 + randf_range(-2,2) position.y = 27 + randf_range(-2,2) position.z = 0 + randf_range(-2,2) velocity = Vector3.ZERO rotation = Vector3.ZERO n_steps = 0 found_goal = false exited_arena = false done = false best_goal_distance = to_local(cur_goal.position).length() # reset position, orientation, velocity func reset_if_done(): if done: reset() func get_done(): return done func set_done_false(): done = false func get_obs(): if cur_goal == null: reset() #var goal_vector = (cur_goal.position - position).normalized() # global frame of reference var goal_vector = to_local(cur_goal.position) var goal_distance = goal_vector.length() goal_vector = goal_vector.normalized() goal_distance = clamp(goal_distance, 0.0, 50.0) var next_goal = environment.get_next_goal(cur_goal) var next_goal_vector = to_local(next_goal.position) var next_goal_distance = next_goal_vector.length() next_goal_vector = next_goal_vector.normalized() next_goal_distance = clamp(next_goal_distance, 0.0, 50.0) var obs = [ goal_vector.x, goal_vector.y, goal_vector.z, goal_distance / 50.0 , next_goal_vector.x, next_goal_vector.y, next_goal_vector.z, next_goal_distance / 50.0 ] return {"obs":obs} func update_reward(): reward -= 0.01 # step penalty reward += shaping_reward() func get_reward(): return reward func shaping_reward(): var s_reward = 0.0 var goal_distance = to_local(cur_goal.position).length() if goal_distance < best_goal_distance: s_reward += best_goal_distance - goal_distance best_goal_distance = goal_distance s_reward /= 1.0 return s_reward func set_heuristic(heuristic): self._heuristic = heuristic func get_obs_space(): # typs of obs space: box, discrete, repeated return { "obs": { "size": [len(get_obs()["obs"])], "space": "box" } } func get_action_space(): return { "turn" : { "size": 1, "action_type": "continuous" }, "pitch" : { "size": 1, "action_type": "continuous" } } func set_action(action): turn_input = action["turn"][0] pitch_input = action["pitch"][0] func _physics_process(delta): n_steps +=1 if n_steps >= MAX_STEPS: done = true needs_reset = true if needs_reset: needs_reset = false reset() return if cur_goal == null: reset() set_input() if Input.is_action_just_pressed("r_key"): reset() # Rotate the transform based checked the input values transform.basis = transform.basis.rotated(transform.basis.x.normalized(), pitch_input * pitch_speed * delta) transform.basis = transform.basis.rotated(Vector3.UP, turn_input * turn_speed * delta) $PlaneModel.rotation.z = lerp($PlaneModel.rotation.z, -float(turn_input), level_speed * delta) $PlaneModel.rotation.x = lerp($PlaneModel.rotation.x, -float(pitch_input), level_speed * delta) # Movement is always forward velocity = -transform.basis.z.normalized() * max_flight_speed # Handle landing/taking unchecked set_velocity(velocity) set_up_direction(Vector3.UP) move_and_slide() n_steps += 1 update_reward() func zero_reward(): reward = 0.0 func set_input(): if _heuristic == "model": return else: turn_input = Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right") pitch_input = Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down") func goal_reached(goal): if goal == cur_goal: reward += 100.0 cur_goal = environment.get_next_goal(cur_goal) func exited_game_area(): done = true reward -= 10.0 exited_arena = true reset()